// wearechat - generic multiplayer game with voip // Copyright (C) 2025 metamuffin // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published by // the Free Software Foundation, version 3 of the License only. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . struct VertexIn { @location(0) position: vec3, @location(1) normal: vec3, @location(2) texcoord: vec2, } struct VertexOut { @builtin(position) clip: vec4, @location(0) normal: vec3, @location(1) texcoord: vec2, } @group(0) @binding(0) var tex_albedo: texture_2d; @group(0) @binding(1) var tex_albedo_sampler: sampler; @group(1) @binding(0) var tex_normal: texture_2d; @group(1) @binding(1) var tex_normal_sampler: sampler; var project: mat4x4; const LIGHT: vec3 = vec3(0.64, 0.64, 0.64); @vertex fn vs_main(vi: VertexIn) -> VertexOut { var clip = project * vec4(vi.position, 1.); let vo = VertexOut(clip, vi.normal, vi.texcoord); return vo; } @fragment fn fs_main(vo: VertexOut) -> @location(0) vec4 { let t_albedo = textureSample(tex_albedo, tex_albedo_sampler, vo.texcoord); let t_normal = textureSample(tex_normal, tex_normal_sampler, vo.texcoord); let lighting = mix(1., saturate(dot(LIGHT, vo.normal)), 0.9); let alpha = t_albedo.a; let color = t_albedo.rgb * lighting; // let color = vo.normal + t_normal.rgb; return vec4(color, alpha); }